Skills
In general, characters can just do anything they reasonably ought to know how to do. Skill checks are only to be used when there are meaningful consequences for failure, time pressure, or both.
Normie Skills
These are mostly 1d6 rolls, usually +/- a relevant ability mod. Certain classes and races may be better or worse but everyone can do these things.
Table SK1: Normie Skills
Skill | Ability | Die | Base Chance | Advantage |
---|---|---|---|---|
Caving | DEX (save) | 1d6 | depends on pace and passage size | NONE |
Cooking | NA | chain | 1d4 | NONE |
Climbing | STR (save) | 1d6 | depends on pace and angle | Thiefers, Hunter |
Open Door | STR | 1d6 | 1/6 | Fighter |
Search for Hidden Features | WIS | 1d6 | 2/6 | Dwarves (Stonework), Elves (Doors) |
Hear Noise | WIS | 1d6 | 1/6 | Thiefers |
Concentration | INT | 1d20 | save | NONE |
Class Skills
Class-specific skills that represent abilities well above what even an experienced adventurer can usually do. Other classes usually can't attempt these skills, but common sense applies. For example, you don't have to be a Hunter to notice footprints.
Table SK2: Class Skills
Skill | Ability | Die | Base Chance | Known By |
---|---|---|---|---|
Find or Remove Treasure Traps | NA | 1d6 | 1/6 | Thiefers |
Learn Spell From Scroll or Book | INT | percentile | by Intelligence#Table A2 | Magic User, Cleric, Highland Shaman |
Hide in Shadows | NA | 1d6 | 1/6 | Thiefers |
Move Silently | NA | 1d6 | 1/6 | Thiefers |
Pick Locks | NA | 1d6 | 1/6 | Thiefers |
Pick Pockets | NA | 1d6 | 1/6 | Thiefers |
Read Languages | NA | 1d6 | 1/6 | Thiefers |
Read Magic | INT | percentile | by Intelligence#Table A2 | Magic User |
Tracking | NA | percentile | 90% | Hunter |